1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-23 11:12:56 +08:00
osu-lazer/osu.Game.Rulesets.Catch/Difficulty/CatchPerformanceCalculator.cs
James Wilson 9f90ebb2f7
Calculate hit windows in performance calculator instead of databased difficulty attributes (#31735)
* Calculate hit windows in performance calculator instead of databased difficulty attributes

* Apply mods to beatmap difficulty in osu! performance calculator

* Remove `GreatHitWindow` difficulty attribute for osu!mania

* Remove use of approach rate and overall difficulty attributes for osu!

* Remove use of hit window difficulty attributes in osu!taiko

* Remove use of approach rate attribute in osu!catch

* Remove unused attribute IDs

* Code quality

* Fix `computeDeviationUpperBound` being called before `greatHitWindow` is set
2025-02-07 19:21:12 +09:00

108 lines
4.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Scoring.Legacy;
namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchPerformanceCalculator : PerformanceCalculator
{
private int num300;
private int num100;
private int num50;
private int numKatu;
private int numMiss;
public CatchPerformanceCalculator()
: base(new CatchRuleset())
{
}
protected override PerformanceAttributes CreatePerformanceAttributes(ScoreInfo score, DifficultyAttributes attributes)
{
var catchAttributes = (CatchDifficultyAttributes)attributes;
num300 = score.GetCount300() ?? 0; // HitResult.Great
num100 = score.GetCount100() ?? 0; // HitResult.LargeTickHit
num50 = score.GetCount50() ?? 0; // HitResult.SmallTickHit
numKatu = score.GetCountKatu() ?? 0; // HitResult.SmallTickMiss
numMiss = score.GetCountMiss() ?? 0; // HitResult.Miss PLUS HitResult.LargeTickMiss
// We are heavily relying on aim in catch the beat
double value = Math.Pow(5.0 * Math.Max(1.0, catchAttributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0;
// Longer maps are worth more. "Longer" means how many hits there are which can contribute to combo
int numTotalHits = totalComboHits();
double lengthBonus =
0.95 + 0.3 * Math.Min(1.0, numTotalHits / 2500.0) +
(numTotalHits > 2500 ? Math.Log10(numTotalHits / 2500.0) * 0.475 : 0.0);
value *= lengthBonus;
value *= Math.Pow(0.97, numMiss);
// Combo scaling
if (catchAttributes.MaxCombo > 0)
value *= Math.Min(Math.Pow(score.MaxCombo, 0.8) / Math.Pow(catchAttributes.MaxCombo, 0.8), 1.0);
var difficulty = score.BeatmapInfo!.Difficulty.Clone();
score.Mods.OfType<IApplicableToDifficulty>().ForEach(m => m.ApplyToDifficulty(difficulty));
var track = new TrackVirtual(10000);
score.Mods.OfType<IApplicableToTrack>().ForEach(m => m.ApplyToTrack(track));
double clockRate = track.Rate;
// this is the same as osu!, so there's potential to share the implementation... maybe
double preempt = IBeatmapDifficultyInfo.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
double approachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0;
double approachRateFactor = 1.0;
if (approachRate > 9.0)
approachRateFactor += 0.1 * (approachRate - 9.0); // 10% for each AR above 9
if (approachRate > 10.0)
approachRateFactor += 0.1 * (approachRate - 10.0); // Additional 10% at AR 11, 30% total
else if (approachRate < 8.0)
approachRateFactor += 0.025 * (8.0 - approachRate); // 2.5% for each AR below 8
value *= approachRateFactor;
if (score.Mods.Any(m => m is ModHidden))
{
// Hiddens gives almost nothing on max approach rate, and more the lower it is
if (approachRate <= 10.0)
value *= 1.05 + 0.075 * (10.0 - approachRate); // 7.5% for each AR below 10
else if (approachRate > 10.0)
value *= 1.01 + 0.04 * (11.0 - Math.Min(11.0, approachRate)); // 5% at AR 10, 1% at AR 11
}
if (score.Mods.Any(m => m is ModFlashlight))
value *= 1.35 * lengthBonus;
value *= Math.Pow(accuracy(), 5.5);
if (score.Mods.Any(m => m is ModNoFail))
value *= Math.Max(0.90, 1.0 - 0.02 * numMiss);
return new CatchPerformanceAttributes
{
Total = value
};
}
private double accuracy() => totalHits() == 0 ? 0 : Math.Clamp((double)totalSuccessfulHits() / totalHits(), 0, 1);
private int totalHits() => num50 + num100 + num300 + numMiss + numKatu;
private int totalSuccessfulHits() => num50 + num100 + num300;
private int totalComboHits() => numMiss + num100 + num300;
}
}